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authorKeith Whitwell <keith@tungstengraphics.com>2007-08-27 19:30:11 +0100
committerKeith Whitwell <keith@tungstengraphics.com>2007-08-27 19:30:11 +0100
commit874b9265601fcc05b1e32e2be029f3ac6a966c97 (patch)
tree010b3eb86715ce946533ecdf982dd0708c7df28c /src/mesa/pipe/draw/draw_vertex_shader.c
parentb0455958cc5fbb303cd5cd394c7945f357cc9663 (diff)
Split out vertex shader/cache/fetch functionality from draw_prim.c
Diffstat (limited to 'src/mesa/pipe/draw/draw_vertex_shader.c')
-rw-r--r--src/mesa/pipe/draw/draw_vertex_shader.c203
1 files changed, 203 insertions, 0 deletions
diff --git a/src/mesa/pipe/draw/draw_vertex_shader.c b/src/mesa/pipe/draw/draw_vertex_shader.c
new file mode 100644
index 0000000000..8effc74cbe
--- /dev/null
+++ b/src/mesa/pipe/draw/draw_vertex_shader.c
@@ -0,0 +1,203 @@
+/**************************************************************************
+ *
+ * Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas.
+ * All Rights Reserved.
+ *
+ * Permission is hereby granted, free of charge, to any person obtaining a
+ * copy of this software and associated documentation files (the
+ * "Software"), to deal in the Software without restriction, including
+ * without limitation the rights to use, copy, modify, merge, publish,
+ * distribute, sub license, and/or sell copies of the Software, and to
+ * permit persons to whom the Software is furnished to do so, subject to
+ * the following conditions:
+ *
+ * The above copyright notice and this permission notice (including the
+ * next paragraph) shall be included in all copies or substantial portions
+ * of the Software.
+ *
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
+ * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
+ * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
+ * IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR
+ * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
+ * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
+ * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
+ *
+ **************************************************************************/
+
+ /*
+ * Authors:
+ * Keith Whitwell <keith@tungstengraphics.com>
+ * Brian Paul
+ */
+
+#include "pipe/p_util.h"
+#include "draw_private.h"
+#include "draw_context.h"
+#include "draw_vertex.h"
+
+#include "pipe/tgsi/exec/tgsi_core.h"
+
+static INLINE unsigned
+compute_clipmask(float cx, float cy, float cz, float cw)
+{
+ unsigned mask = 0;
+
+ if (-cx + cw < 0) mask |= CLIP_RIGHT_BIT;
+ if ( cx + cw < 0) mask |= CLIP_LEFT_BIT;
+ if (-cy + cw < 0) mask |= CLIP_TOP_BIT;
+ if ( cy + cw < 0) mask |= CLIP_BOTTOM_BIT;
+ if (-cz + cw < 0) mask |= CLIP_FAR_BIT;
+ if ( cz + cw < 0) mask |= CLIP_NEAR_BIT;
+
+ return mask;
+}
+
+
+
+
+#if !defined(XSTDCALL)
+#if defined(WIN32)
+#define XSTDCALL __stdcall
+#else
+#define XSTDCALL
+#endif
+#endif
+
+#if defined(USE_X86_ASM) || defined(SLANG_X86)
+typedef void (XSTDCALL *sse2_function)(
+ const struct tgsi_exec_vector *input,
+ struct tgsi_exec_vector *output,
+ float (*constant)[4],
+ struct tgsi_exec_vector *temporary );
+#endif
+
+/**
+ * Transform vertices with the current vertex program/shader
+ * Up to four vertices can be shaded at a time.
+ * \param vbuffer the input vertex data
+ * \param elts indexes of four input vertices
+ * \param count number of vertices to shade [1..4]
+ * \param vOut array of pointers to four output vertices
+ */
+static void
+run_vertex_program(struct draw_context *draw,
+ unsigned elts[4], unsigned count,
+ struct vertex_header *vOut[])
+{
+ struct tgsi_exec_machine machine;
+ unsigned int j;
+
+ ALIGN16_DECL(struct tgsi_exec_vector, inputs, PIPE_ATTRIB_MAX);
+ ALIGN16_DECL(struct tgsi_exec_vector, outputs, PIPE_ATTRIB_MAX);
+ const float *scale = draw->viewport.scale;
+ const float *trans = draw->viewport.translate;
+
+ assert(count <= 4);
+ assert(draw->vertex_shader.outputs_written & (1 << TGSI_ATTRIB_POS));
+
+#ifdef DEBUG
+ memset( &machine, 0, sizeof( machine ) );
+#endif
+
+ /* init machine state */
+ tgsi_exec_machine_init(&machine,
+ draw->vertex_shader.tokens,
+ PIPE_MAX_SAMPLERS,
+ NULL /*samplers*/ );
+
+ /* Consts does not require 16 byte alignment. */
+ machine.Consts = (float (*)[4]) draw->mapped_constants;
+
+ machine.Inputs = ALIGN16_ASSIGN(inputs);
+ machine.Outputs = ALIGN16_ASSIGN(outputs);
+
+ draw_vertex_fetch( draw, &machine, elts, count );
+
+
+ /* run shader */
+ if( draw->vertex_shader.executable != NULL ) {
+#if defined(USE_X86_ASM) || defined(SLANG_X86)
+ sse2_function func = (sse2_function) draw->vertex_shader.executable;
+ func(
+ machine.Inputs,
+ machine.Outputs,
+ machine.Consts,
+ machine.Temps );
+#else
+ assert( 0 );
+#endif
+ }
+ else {
+ tgsi_exec_machine_run( &machine );
+ }
+
+
+ /* store machine results */
+ for (j = 0; j < count; j++) {
+ unsigned slot;
+ float x, y, z, w;
+
+ /* Handle attr[0] (position) specially: */
+ x = vOut[j]->clip[0] = machine.Outputs[0].xyzw[0].f[j];
+ y = vOut[j]->clip[1] = machine.Outputs[0].xyzw[1].f[j];
+ z = vOut[j]->clip[2] = machine.Outputs[0].xyzw[2].f[j];
+ w = vOut[j]->clip[3] = machine.Outputs[0].xyzw[3].f[j];
+
+ vOut[j]->clipmask = compute_clipmask(x, y, z, w) | draw->user_clipmask;
+ vOut[j]->edgeflag = 1;
+
+ /* divide by w */
+ w = 1.0f / w;
+ x *= w;
+ y *= w;
+ z *= w;
+
+ /* Viewport mapping */
+ vOut[j]->data[0][0] = x * scale[0] + trans[0];
+ vOut[j]->data[0][1] = y * scale[1] + trans[1];
+ vOut[j]->data[0][2] = z * scale[2] + trans[2];
+ vOut[j]->data[0][3] = w;
+
+ /* remaining attributes are packed into sequential post-transform
+ * vertex attrib slots.
+ */
+ for (slot = 1; slot < draw->vertex_info.num_attribs; slot++) {
+ vOut[j]->data[slot][0] = machine.Outputs[slot].xyzw[0].f[j];
+ vOut[j]->data[slot][1] = machine.Outputs[slot].xyzw[1].f[j];
+ vOut[j]->data[slot][2] = machine.Outputs[slot].xyzw[2].f[j];
+ vOut[j]->data[slot][3] = machine.Outputs[slot].xyzw[3].f[j];
+ }
+ } /* loop over vertices */
+}
+
+
+/**
+ * Called by the draw module when the vertx cache needs to be flushed.
+ * This involves running the vertex shader.
+ */
+void draw_vertex_shader_queue_flush( struct draw_context *draw )
+{
+ unsigned i, j;
+
+ /* run vertex shader on vertex cache entries, four per invokation */
+ for (i = 0; i < draw->vs.queue_nr; i += 4) {
+ struct vertex_header *dests[4];
+ unsigned elts[4];
+ int n;
+
+ for (j = 0; j < 4; j++) {
+ elts[j] = draw->vs.queue[i + j].elt;
+ dests[j] = draw->vs.queue[i + j].dest;
+ }
+
+ n = MIN2(4, draw->vs.queue_nr - i);
+ assert(n > 0);
+ assert(n <= 4);
+
+ run_vertex_program(draw, elts, n, dests);
+ }
+
+ draw->vs.queue_nr = 0;
+}
+